封面
市場調查報告書
商品編碼
1754251

2025 年至 2033 年棋盤遊戲市場規模、佔有率、趨勢及預測(按產品類型、遊戲類型、年齡層、配銷通路和地區)

Board Games Market Size, Share, Trends and Forecast by Product Type, Game Type, Age Group, Distribution Channel, and Region, 2025-2033

出版日期: | 出版商: IMARC | 英文 140 Pages | 商品交期: 2-3個工作天內

價格

2024年,全球桌遊市場規模達185.3億美元。展望未來, IMARC Group預測,到2033年,該市場規模將達到416.3億美元,2025年至2033年的複合年成長率為9.32%。目前,北美佔據市場主導地位。市場對可與家人或朋友一起玩的遊戲的需求強勁,推動了該市場的發展。此外,完善的零售和電商基礎設施使棋盤遊戲更容易獲得,從而促進了市場的成長。

遊戲開發商不斷推出新的主題、機制和遊戲類型,吸引新玩家,從而支持了棋盤遊戲市場的成長。策略型、合作型和沈浸式遊戲的推出為玩家提供了多樣化的選擇,吸引了不同的興趣。這些創新迎合了不同年齡層的人,確保了遊戲對各個年齡層的人具有廣泛的吸引力。互動式敘事和獨特的設計使遊戲更具吸引力。模組化、可自訂和主題式遊戲的興起提供了更高的重玩價值,讓玩家保持參與度。該公司正在嘗試混合遊戲體驗,融合傳統和數位元素,以吸引更廣泛的受眾。融合當前趨勢和流行文化的棋盤遊戲吸引了人們的注意並提高了參與。單人棋盤遊戲等小眾類別的擴展吸引了特定玩家的偏好。遊戲玩家被新穎的體驗所吸引,包括限量版發行,從而促進了收藏需求。

日益成長的家庭娛樂需求極大地推動了美國市場的發展。桌遊提供了一種遠離電子螢幕的活動,家人可以一起享受,增進社交聯繫。隨著越來越多的家庭尋求高品質的娛樂時間,桌遊正成為共享樂趣和學習的首選。家長們被能夠提升孩子認知能力並提供娛樂的益智遊戲所吸引。豐富的遊戲類型確保了所有年齡和興趣都能找到適合自己的遊戲。合作遊戲和家庭友善主題鼓勵多樣性,並吸引了廣泛的玩家群體。隨著家庭越來越重視參與式互動娛樂活動,桌遊填補了一個獨特的市場空白。家庭遊戲之夜等活動日益流行,也促進了持續的需求。此外,桌遊還可以取代數位干擾,鼓勵面對面的互動。為了滿足這一需求,孩之寶和Top Trumps USA於2024年10月在紐約皇后中心購物中心推出了“大富翁:皇后區版”,以紀念當地地標。這款遊戲以皇后區的公園、街道和文化遺址等標誌性場所為主題。特殊的遊戲棋子和空間代表了皇后區的獨特身份。這個版本受到了居民、當地領導和收藏家的一致好評,彰顯了社區的自豪感。

桌遊市場趨勢:

社交遊戲活動數量不斷增加

社交遊戲的復興正在對市場產生正面影響。越來越多的人尋求面對面互動來取代數位交流,他們經常參與這些社交遊戲活動。此外,全球範圍內越來越多的錦標賽和會議也推動了桌遊需求的成長,這有助於建立一個強大的遊戲愛好者社群。例如,根據領先的年度桌遊大會之一GEN CON的數據,2023年,其在印第安納波利斯舉辦的20週年慶典的參與人數將達到7萬人。在這類活動中,玩家可以進行社交、嘗試新遊戲、制定策略並分享,為參與者帶來令人振奮的體驗。在這些活動中,個人之間的直接互動可以建立客戶的品牌忠誠度,從而提高留存率。受這些因素的推動,桌遊市場價值正在經歷顯著成長,預計隨著用戶參與度和參與度的持續提升,其市場規模將達到可觀的水平。

遊戲帶來的教育和認知益處

桌遊的認知和教育優勢是市場擴張的主要驅動力。家長和教育工作者發現這些遊戲引人入勝,因為它們能夠增強批判性思維、解決問題和決策能力。許多遊戲融入了學習元素,使孩子們在學習中享受樂趣並參與互動。注重策略、數學和語言發展的遊戲有助於提升各年齡層玩家的認知能力。阿什維爾市發布的一份題為《健康星期三——桌遊的五大精神益處》的報告指出,根據2013年的一項研究,參與桌遊的人與不參與遊戲的人相比,患失智症的風險降低了15%。這些遊戲還能增強記憶力、專注力和對細節的關注,這些都是重要的發展技能。協作遊戲促進團隊合作和溝通,幫助玩家有效地發展人際互動和社交技能。具有挑戰和解決問題任務的遊戲在有趣的環境中培養創造力和分析性思維。除了兒童之外,成年人還喜歡玩棋盤遊戲來促進他們的認知發展並提高他們的智力刺激。

電子商務平台數量不斷增加

線上平台提供了無與倫比的便利,使消費者能夠探索和購買來自世界各地的遊戲。電子商務平台使獨立和小眾遊戲開發者能夠有效地接觸到更廣泛的受眾。在數位市場上,可以找到大量適合不同年齡和品味的遊戲。詳細的產品描述、評分和評論有助於消費者在購買時做出明智的決定。這些平台通常提供折扣和獨家優惠,使棋盤遊戲更實惠、更具吸引力。線上零售商提供的更快的配送服務確保消費者及時收到產品,從而提高滿意度。電子商務的全球可及性打破了地理限制,擴大了棋盤遊戲製造商的市場範圍。國際貿易管理局注意到,2019 年至 2020 年期間,全球電子商務零售額呈大幅上升趨勢,成長了 8%。此外, IMARC Group網站公佈的資料顯示,2023年全球電子商務市場規模達到21.1兆美元,預計到2032年將達到183.8兆美元,2024-2032年期間的成長率為27.16%。

桌遊咖啡館和主題桌遊的興起

桌遊咖啡館提供了一個獨特的社交環境,讓玩家可以聚集在一起,探索各種遊戲,並在輕鬆的氛圍中享受精心策劃的體驗。這些場所既適合休閒玩家,也適合愛好者,無需擁有所有權即可暢玩各種遊戲。例如,默特爾比奇首家桌遊咖啡館「萬花筒空間」(Space at Kaleidoscope)將於2025年2月8日在百老匯街519號開幕。 1月18日的見面會將提供會員折扣和相關詳情。咖啡館提供桌遊、小吃和社區活動。此外,受熱門系列遊戲、歷史事件和奇幻世界啟發的主題桌遊的興起,大大提升了用戶的興趣。這些遊戲通常具有沉浸式的敘事和視覺吸引力,吸引了更廣泛的受眾,包括年輕觀眾和家庭。引人入勝的主題和便利的社交空間相結合,正在將桌遊的影響力擴展到傳統市場之外,打造一個充滿活力的社區,並推動市場持續成長。這些創新促進了全球桌遊價值和需求的提升。

目錄

第1章:前言

第2章:範圍與方法

  • 研究目標
  • 利害關係人
  • 資料來源
    • 主要來源
    • 次要來源
  • 市場評估
    • 自下而上的方法
    • 自上而下的方法
  • 預測方法

第3章:執行摘要

第4章:簡介

  • 概述
  • 主要行業趨勢

第5章:全球棋盤遊戲市場

  • 市場概覽
  • 市場表現
  • COVID-19的影響
  • 市場預測

第6章:市場區隔:依產品類型

  • 桌上遊戲
  • 紙牌和骰子遊戲
  • 集換式卡牌遊戲
  • 微型遊戲
  • 角色扮演遊戲

第7章:市場區隔:依遊戲類型

  • 戰略與戰爭遊戲
  • 教育遊戲
  • 奇幻遊戲
  • 體育遊戲
  • 其他

第8章:市場區隔:依年齡段

  • 0-2歲
  • 2-5年
  • 5-12歲
  • 12歲以上

第9章:市場區隔:按配銷通路

  • 超市和大賣場
  • 專賣店
  • 網路商店
  • 其他

第10章:市場細分:按地區

  • 北美洲
    • 美國
    • 加拿大
  • 亞太
    • 中國
    • 日本
    • 印度
    • 韓國
    • 澳洲
    • 印尼
    • 其他
  • 歐洲
    • 德國
    • 法國
    • 英國
    • 義大利
    • 西班牙
    • 俄羅斯
    • 其他
  • 拉丁美洲
    • 巴西
    • 墨西哥
    • 其他
  • 中東和非洲
    • 市場區隔:依國家

第 11 章:SWOT 分析

  • 概述
  • 優勢
  • 弱點
  • 機會
  • 威脅

第 12 章:價值鏈分析

第 13 章:波特五力分析

  • 概述
  • 買家的議價能力
  • 供應商的議價能力
  • 競爭程度
  • 新進入者的威脅
  • 替代品的威脅

第 14 章:價格分析

第 15 章:競爭格局

  • 市場結構
  • 關鍵參與者
  • 關鍵參與者簡介
    • Buffalo Games
    • Cartamundi Asia Pacific
    • Clementoni Spa
    • CMON Limited
    • Franckh-Kosmos Verlags-GmbH and Co. KG
    • Fremont Die Consumer Products Inc.
    • Gibsons Games Ltd.
    • Goliath Games
    • Hasbro Inc.
    • Mattel Inc.
    • Mindware Inc.
    • PD Verlag GmbH and Co. KG
    • The Walt Disney Co.
Product Code: SR112025A6560

The global board games market size was valued at USD 18.53 Billion in 2024. Looking forward, IMARC Group estimates the market to reach USD 41.63 Billion by 2033, exhibiting a CAGR of 9.32% from 2025-2033. North America currently dominates the market. The market is propelled by a robust demand for games that can be played with family or friends. Apart from this, the well-established retail and e-commerce infrastructure is making board games easily accessible, which is bolstering the market growth.

Game developers are continuously introducing fresh themes, mechanics, and genres, attracting new players, which is supporting the board games market growth. The introduction of strategy-based, cooperative, and immersive games diversifies options for players, appealing to different interests. These innovations cater to various age groups, ensuring broad games appeal across demographics. Interactive storytelling and unique designs make games more engaging. The rise of modular, customizable, and thematic games offers more replay value, keeping players engaged. Companies are experimenting with hybrid gaming experiences, blending traditional and digital elements to reach a wider audience. Board games that incorporate current trends and popular culture attract attention and foster engagement. Expansion of niche categories like solo board games, appeals to specific player preferences. Gamers are drawn to novel experiences, including limited edition releases, fostering collector-driven demand.

The increasing demand for family entertainment is substantially driving the market in the United States. Board games offer a screen-free activity that families can enjoy together, strengthening social bonds. As more families seek quality time, board games are becoming a preferred choice for shared fun and learning. Parents are drawn to educational games that increase children's cognitive skills while offering entertainment. The variety of game genres available ensures something for all ages and interests. Cooperative gaming and family-friendly themes encourage diversity and appeal to a wide range of players. As families prioritize engaging, interactive pastimes, board games fill a unique niche. Events like family game nights are gaining traction, contributing to sustained demand. Furthermore, board games serve as an alternative to digital distractions, encouraging face-to-face interaction. To cater this demand, in October 2024, Hasbro and Top Trumps USA launched "Monopoly: Queens Edition" in New York at Queens Centre Mall, celebrating local landmarks. The game featured iconic places like parks, streets, and cultural sites across Queens. Special game pieces and spaces represented the borough's unique identity. The edition was well-received by residents, local leaders, and collectors, highlighting the community's pride.

Board Games Market Trends:

Increasing number of social gaming events

The revival of social gaming is positively influencing the market. The rising number of individuals seeking face-to-face interactions as an alternative to digital communication, often resort to these social gaming events. Apart from this, another factor increasing the demand for board games is the rising number of tournaments and conventions across the globe, which contribute toward the creation of a potent gaming community of enthusiasts. For instance, as per GEN CON, one of the leading annual tabletop gaming conventions, number of people participating in its event, which marked its 20th anniversary in Indianapolis, was 70,000 in 2023. Players in these types of events socialize, try new games, make, and share strategies giving participants an exhilarating experience. This direct interaction between individuals at these events builds brand loyalty among customers which leads to a longer retention rate. The board games market value is experiencing significant growth, driven by these factors, and is projected to reach substantial figures as user engagement and participation in such events continue to rise.

Educational and cognitive benefits offered by games

Board games' cognitive and educational advantages are major drivers of market expansion. Parents and educators find these games intriguing because they enhance critical thinking, problem-solving, and decision-making abilities. Many games incorporate learning elements, making education enjoyable and interactive for children. Games focused on strategy, math, and language development help enhance cognitive abilities in players of all ages. A report published by THE CITY OF ASHIVILLE, titled "WELLNESS WEDNESDAY- 5 MENTAL BENEFITS OF BOARD GAMES", stated that according to a study conducted in 2013, found that the risk of dementia was reduced to 15% among people who engage in board games as compared to non-players. These games also encourage memory retention, focus, and attention to detail, which are essential developmental skills. Collaborative games promote teamwork and communication, helping players develop interpersonal and social skills effectively. Games with challenges and problem-solving tasks foster creativity and analytical thinking in a fun setting. Apart from children, adults are also adopting board games to work toward the development of their cognitive development and improve their mental stimulation.

Growing number of e-commerce platforms

Online platforms offer unmatched convenience, enabling customers to explore and purchase games from anywhere around the world. E-commerce platforms enable independent and niche game developers to efficiently access a larger audience. A huge selection of games that appeal to a range of age groups and tastes may be found in digital markets. In-depth product descriptions, ratings, and reviews help customers make well-informed decisions when making purchases. These platforms often provide discounts and exclusive deals, making board games more affordable and appealing. Faster delivery services offered by online retailers ensure that customers receive products promptly, enhancing satisfaction. The global accessibility of e-commerce bridges geographical limitations, expanding market reach for board game manufacturers. The International Trade Administration noticed a substantial upward trend in the global e-commerce retail sales- of 8% in between 2019-2020. Apart from this, the data published on the website of the IMARC Group shows that the global e-commerce market reached USD 21.1 Trillion in 2023 and is projected to reach USD 183.8 Trillion by 2032, exhibiting a growth rate of 27.16% during 2024-2032.

Rise of Board Game Cafes and Themed Tabletop Games

Board game cafes provide a unique social environment where players can gather, explore a variety of games, and enjoy curated experiences in a relaxed setting. These venues cater to both casual players and enthusiasts, offering access to a diverse selection of games without the need for ownership. For instance, the Space at Kaleidoscope, Myrtle Beach's first board game cafe, opens on February 8, 2025, at 519 Broadway St. A January 18 meet-and-greet offers discounted memberships and details. The cafe features board games, snacks, and community events. Apart from this, the rise of themed tabletop games, inspired by popular franchises, historical events, and fantasy worlds, has significantly enhanced user interest. These games often feature immersive storytelling and visually appealing components, attracting a broader demographic, including younger audiences and families. The combination of engaging themes and accessible social spaces is expanding the reach of board gaming beyond traditional markets, creating a vibrant community and driving consistent market growth. Such innovations contribute to the increasing value and demand for board games globally.

Board Games Industry Segmentation:

Analysis by Product Type:

  • Tabletop Games
  • Card and Dice Games
  • Collectible Card Games
  • Miniature Games
  • RPG Games

Tabletop games majorly consist of skill and strategy, are usually played on flat surfaces, hence the name tabletop. They often contain complex games and themes including games from economic simulation to historical welfare. These games contain pieces such as tiles, tokens, or miniatures that participants move in accordance with the rules. Some of the most common examples of these games include Chess and Monopoly.

In card and dice games, holds a notable board games market share, as they are the primary game elements in place of a board. Games in this category include deck of cards which consists certain rules in regard to ranking and combination of these cards. Mostly played games in this category include poker, bridge, Yahtzee and farkle.

Collectible card games refer to gameplay mechanism which require players to collect and trade cards in order to build a personalized deck. These games are gaining traction on account of the loyal following and continuous release of new cards. THE NEW YORK TIMES stated that one of the most renowned CCG named "MAGIC: THE GATHERING", collected a massive revenue of approximately $1.1 billion in the year 2022. The report also states that this game held 18% of the overall revenue of Habro in the previous year.

Miniature games are distinctive on account of their detailed models and figures which represent characters of units in the game. This game is particularly adopted by individuals who enjoy the artistic aspect of gaming as they often spend a substantial amount of time painting and customizing their miniatures. The game requires some strategy and tactics which is appealing to a large audience which appreciates war-gaming and role-playing situations.

Role-playing games (RPGs) are another type of subsegment available in the market. These games contain character development and storytelling which offer an extremely immersive experience. Individuals who are more into creative problem-solving or narrative-driven games are the target audience.

Analysis by Game Type:

  • Strategy and War Games
  • Educational Games
  • Fantasy Games
  • Sport Games
  • Others

Strategy and war games focus on tactical decision-making, competitive gameplay, and planning. Individuals often engage in resource management, battles, and territorial control. These games tests individuals by challenging them to anticipate their future steps and decide on strategies that will benefit them in the future.

Educational games provide double benefits, including entertainment and learning. They are meant to teach or inculcate certain skills or concepts among the players. These games target young individuals learning arithmetic as well as adults who are interested in science or history. The increasing trend of game-based learning is leading to a major adoption of the educational games, thus creating a positive market forecast. According to the IMARC GROUP, the global game-based learning market is projected to reach US$ 71.7 Billion by 2032, expanding at a growth rate of 15.8% during 2024-2032.

Fantasy games hold a major part of the market catering to individuals indulging in immersive storytelling and deep imaginative settings. These games include detailed characters, elaborate narratives, and a complicated world-building that allows creativity and strategic thinking. One of the most popular games is Dungeons & Dragons.

Sports games apprehend the competitive nature and excitement of athletic events in a tabletop format which is exciting for a major portion of sports enthusiasts. They include a wide variety of games like basketball, soccer, and football which allows the players to plan plays, manage teams, and enjoy the thrill of sport strategy. Their popularity can also be accredited due to their ability to make individuals learn about rules and strategies of numerous sports.

Analysis by Age Group:

  • 0-2 Years
  • 2-5 Years
  • 5-12 Years
  • Above 12 Years

Children aged 5-12 years are highly engaged in board games, driven by educational benefits. Board games enhance cognitive and social skills, appealing to parents seeking constructive entertainment. This age group enjoys interactive play, making board games a favored option for family entertainment. Game developers tailor their products to this segment with age-appropriate themes and mechanics. Interactive storytelling, educational content, and fun challenges draw children to board games. Parents and educators value board games for their developmental advantages, contributing to higher demand. Moreover, children's ability to engage in longer game sessions contributes to the expanding market growth. This group is particularly attracted to games that are simple yet intellectually stimulating, fostering a sense of achievement. This age group's extensive selection of games contributes to the market's expansion. Additionally, board games are often used as social tools, allowing children to connect and collaborate. The segment benefits from a growing preference for non-digital entertainment, as parents look for alternatives to screen time. Toy and game manufacturers focus on this age group to develop games that blend fun and learning.

Analysis by Distribution Channel:

  • Supermarkets and Hypermarkets
  • Specialty Stores
  • Online Stores
  • Others

Specialty stores provide a curated selection of board games, appealing to passionate hobbyists and collectors. Such stores often provide restricted or limited-edition products, attracting customers seeking unique experiences. Board game enthusiasts prefer specialty stores for their expert knowledge and personalized recommendations, enhancing the shopping experience. Customers visit these stores for the expertise in selecting games based on specific preferences and interests. Specialty stores offer an in-depth understanding of various board game genres, enhancing customer confidence in purchases. Moreover, these outlets create a strong sense of community among customers. The growing number of dedicated board game cafes and events at these stores enhance market visibility. Collectors and enthusiasts prioritize specialty stores due to their focus on niche and premium board game offerings. Local and independent game stores provide more customized and unique experiences compared to large retail chains. Specialty stores also have the advantage of hosting game nights, which engage customers directly with products. These stores allow customers to explore games before purchasing, fostering stronger product connections.

Regional Analysis:

  • North America
    • United States
    • Canada
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Indonesia
    • Others
  • Europe
    • Germany
    • France
    • United Kingdom
    • Italy
    • Spain
    • Russia
    • Others
  • Latin America
    • Brazil
    • Mexico
    • Others
  • Middle East and Africa

North America holds the biggest board game market share, driven by strong customer interest. The region is home to foremost board game companies, contributing to its market dominance. American and Canadian players have a long-standing tradition of enjoying board games, reinforcing regional growth. Popularity among millennials and Gen Z, who embrace nostalgia and social play, strengthens market growth. Families value board games for entertainment and educational purposes, especially in the United States. For instance, in November 2024, Nike and Hasbro launched a special Monopoly edition honoring LeBron James's career. It was announced on November 19, 2024, which is celebrated as Monopoly Day. The limited edition featured customized game pieces like basketballs, sneakers, rings, and jersey tokens. The board highlighted milestones from James's life, with "Bron Bucks" replacing traditional money. The launch included a life-sized game experience for I Promise School students in Akron, Ohio. Moreover, the well-established retail infrastructure, making games widely accessible. North America's varied consumer needs are met by specialized board game websites and online commerce platforms. upliftment is a major factor driving the market growth. Other than this, key players are undertaking strategic marketing steps in order to expand their presence globally and cater to a wider audience.

Key Regional Takeaways:

United States Board Games Market Analysis

The growth of tabletop gaming communities and growing demand for family-friendly entertainment are driving the board game market in the US. Monopoly, Scrabble, and Catan are the most popular board games, with more than 50% of American homes owning at least one. Most of millennials say that playing board games is their favorite pastime, making them important contributors. The market is also being fueled by the growing trend of game cafes. Educational board games for kids and teens have gained popularity as parents want activities that are screen-free and can help build skills. Moreover, the holiday season accounts for a large portion of sales, as most annual board game purchases happen in November and December. Additionally, the extensive availability of board games through both online platforms and retail outlets enhances accessibility. Popular culture, fueled by nostalgia and innovative game releases, further contributes to sustained board games market growth.

Asia Pacific Board Games Market Analysis

The market in the Asia-Pacific region is gradually growing due to the growing trend of international games. The market is dominated by countries like China, Japan, and India, wherein, China alone generates USD 1.1 Billion from selling board games in 2023, according to industry reports. Board games with themes from anime and manga are most popular, especially in Japan. Urban social gaming culture is gaining momentum, and board game cafes are becoming popular, especially in cities like Bangalore, Tokyo, and Beijing. In addition, international board games are now easily accessible with the help of online shopping platforms. In the region, e-commerce accounts for more than 50% of all purchases. Festivals and family gatherings are also encouraging demand as cultural theme-based games are enjoyed by the local audience. In addition, the sector is growing as disposable income in APAC countries is rising. Industry studies predict that by 2033, the disposable income per capita in 18 Asia-Pacific megacities will have increased by more than 50%.

Europe Board Games Market Analysis

The board game market in Europe is thriving due to its strong family-oriented customs and rich tabletop gaming legacy. According to an industry report, nearly half of the German households, own strategy board games like Catan and Carcassonne, driving a significant market share. Thirty percent of European individuals said they prefer environmentally friendly board games, which indicates that there is a growing demand for responsibly created and eco-friendly products. More than 150,000 people attend board game conferences each year, such as the Essen Spiel in Germany, which assist in driving sales. Appealing to European audiences with its problem-solving aspect, cooperative and collaborative games attract a wider base of audience. Educational board games are gaining traction in the UK and France, especially in educational institutions. The increasing disposable incomes, coupled with an increased emphasis on leisure activities are growing the demand for indoor entertainment solutions like board games. The distribution landscape in the region is being propelled by the rise of the internet and social media. According to reports, more than 60% of board game sales in the region are contributed by retail giants such as Sainsbury's, Target, Carrefour, Metro, Costco, etc.

Latin America Board Games Market Analysis

Latin America's board game business is driven by an increasing middle class and by the interest of the people in engaging in social and family activities. The biggest markets for board games in the region are Mexico and Brazil. According to the 2020 Kids Insights LatAm Industry Report, arts & crafts and board games are more popular among older age groups, which increased by 60% from Q2 to February 2021. New strategic games and classic games like Loteria are also gaining traction due to the growing trend of historical games. With over 10% of schools within the region using games to learn, board games are being integrated into learning environments. Rising awareness among individuals and community engagement are also bolstering the board games industry growth. Events such as the Mexico City Board Game Festival are further increasing the market growth. E-commerce platforms have witnessed an increased sale of over 30%. They also offer convenient access to both local and international games, especially during holiday season. According to the statistics by Kidscorp, more than 72% Latin American children search for new games and toys online before buying them.

Middle East and Africa Board Games Market Analysis

Board games are gaining traction in the Middle East and Africa region due to expanding urbanization. Local themes and cultural elements incorporated into games attract regional audiences and enhance appeal. Board game cafes and gaming hubs are emerging in cities, promoting engagement and market visibility. Younger populations seeking alternatives to digital gaming are progressively attracted to board games. The region's interest in family-friendly activities and group entertainment contributes to sustained demand. Although contemporary board games are gaining traction school and youth programs and NGOs, the traditional Mancala games are still popular in the Africa Region. Accessibility has improved as a result of the growth of online shopping channels, especially in urban and suburban locations. As per an industry report smartphone penetration in the Sub-Saharan Africa reached 50% in 2023.

Competitive Landscape:

Key players are innovating by creating new and exciting game concepts to capture customer interest. Their research and development (R&D) efforts focus on producing games with unique mechanics and engaging themes. Market leaders are dominating through their strong brand presence and diverse portfolios. These companies make significant marketing investments in an effort to expand their audience and boost brand recognition. They also focus on collaborations with popular franchises to create games that attract fans. Distribution strategies by key players ensure games reaches the global audience, both online and offline. By tapping into different age groups and interests, these companies expand the market's reach. They also support niche markets by offering specialized games that appeal to collectors and enthusiasts. For instance, in August 2024, the Royal Horticultural Society (RHS) announced a partnership with Gibsons Games Ltd. for puzzles and games. This collaboration planned to introduce RHS-themed products, launching at retail in January 2025. The range included puzzles, card games, and a gardening-inspired board game. Many key players are embracing digital versions of their games, extending their reach into the online gaming market. The development of educational and family-friendly games further strengthens the appeal of board games.

The report provides a comprehensive analysis of the competitive landscape in the board games market with detailed profiles of all major companies, including:

  • Buffalo Games
  • Cartamundi Asia Pacific
  • Clementoni Spa
  • CMON Limited
  • Franckh-Kosmos Verlags-GmbH and Co. KG
  • Fremont Die Consumer Products Inc.
  • Gibsons Games Ltd.
  • Goliath Games
  • Hasbro Inc.
  • Mattel Inc.
  • Mindware Inc.
  • PD Verlag GmbH and Co. KG
  • The Walt Disney Co.

Key Questions Answered in This Report

  • 1.What is board games?
  • 2.How big is the global board games market?
  • 3.What is the expected growth rate of the global board games market during 2025-2033?
  • 4.What are the key factors driving the global board games market?
  • 5.What is the leading segment of the global board games market based on age group?
  • 6.What is the leading segment of the global board games market based on distribution channel?
  • 7.What are the key regions in the global board games market?
  • 8.Who are the key players/companies in the global board games market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Introduction

  • 4.1 Overview
  • 4.2 Key Industry Trends

5 Global Board Games Market

  • 5.1 Market Overview
  • 5.2 Market Performance
  • 5.3 Impact of COVID-19
  • 5.4 Market Forecast

6 Market Breakup by Product Type

  • 6.1 Tabletop Games
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2 Card and Dice Games
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast
  • 6.3 Collectible Card Games
    • 6.3.1 Market Trends
    • 6.3.2 Market Forecast
  • 6.4 Miniature Games
    • 6.4.1 Market Trends
    • 6.4.2 Market Forecast
  • 6.5 RPG Games
    • 6.5.1 Market Trends
    • 6.5.2 Market Forecast

7 Market Breakup by Game Type

  • 7.1 Strategy and War Games
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2 Educational Games
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast
  • 7.3 Fantasy Games
    • 7.3.1 Market Trends
    • 7.3.2 Market Forecast
  • 7.4 Sport Games
    • 7.4.1 Market Trends
    • 7.4.2 Market Forecast
  • 7.5 Others
    • 7.5.1 Market Trends
    • 7.5.2 Market Forecast

8 Market Breakup by Age Group

  • 8.1 0-2 Years
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2 2-5 Years
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast
  • 8.3 5-12 Years
    • 8.3.1 Market Trends
    • 8.3.2 Market Forecast
  • 8.4 Above 12 Years
    • 8.4.1 Market Trends
    • 8.4.2 Market Forecast

9 Market Breakup by Distribution Channel

  • 9.1 Supermarkets and Hypermarkets
    • 9.1.1 Market Trends
    • 9.1.2 Market Forecast
  • 9.2 Specialty Stores
    • 9.2.1 Market Trends
    • 9.2.2 Market Forecast
  • 9.3 Online Stores
    • 9.3.1 Market Trends
    • 9.3.2 Market Forecast
  • 9.4 Others
    • 9.4.1 Market Trends
    • 9.4.2 Market Forecast

10 Market Breakup by Region

  • 10.1 North America
    • 10.1.1 United States
      • 10.1.1.1 Market Trends
      • 10.1.1.2 Market Forecast
    • 10.1.2 Canada
      • 10.1.2.1 Market Trends
      • 10.1.2.2 Market Forecast
  • 10.2 Asia-Pacific
    • 10.2.1 China
      • 10.2.1.1 Market Trends
      • 10.2.1.2 Market Forecast
    • 10.2.2 Japan
      • 10.2.2.1 Market Trends
      • 10.2.2.2 Market Forecast
    • 10.2.3 India
      • 10.2.3.1 Market Trends
      • 10.2.3.2 Market Forecast
    • 10.2.4 South Korea
      • 10.2.4.1 Market Trends
      • 10.2.4.2 Market Forecast
    • 10.2.5 Australia
      • 10.2.5.1 Market Trends
      • 10.2.5.2 Market Forecast
    • 10.2.6 Indonesia
      • 10.2.6.1 Market Trends
      • 10.2.6.2 Market Forecast
    • 10.2.7 Others
      • 10.2.7.1 Market Trends
      • 10.2.7.2 Market Forecast
  • 10.3 Europe
    • 10.3.1 Germany
      • 10.3.1.1 Market Trends
      • 10.3.1.2 Market Forecast
    • 10.3.2 France
      • 10.3.2.1 Market Trends
      • 10.3.2.2 Market Forecast
    • 10.3.3 United Kingdom
      • 10.3.3.1 Market Trends
      • 10.3.3.2 Market Forecast
    • 10.3.4 Italy
      • 10.3.4.1 Market Trends
      • 10.3.4.2 Market Forecast
    • 10.3.5 Spain
      • 10.3.5.1 Market Trends
      • 10.3.5.2 Market Forecast
    • 10.3.6 Russia
      • 10.3.6.1 Market Trends
      • 10.3.6.2 Market Forecast
    • 10.3.7 Others
      • 10.3.7.1 Market Trends
      • 10.3.7.2 Market Forecast
  • 10.4 Latin America
    • 10.4.1 Brazil
      • 10.4.1.1 Market Trends
      • 10.4.1.2 Market Forecast
    • 10.4.2 Mexico
      • 10.4.2.1 Market Trends
      • 10.4.2.2 Market Forecast
    • 10.4.3 Others
      • 10.4.3.1 Market Trends
      • 10.4.3.2 Market Forecast
  • 10.5 Middle East and Africa
    • 10.5.1 Market Trends
    • 10.5.2 Market Breakup by Country
    • 10.5.3 Market Forecast

11 SWOT Analysis

  • 11.1 Overview
  • 11.2 Strengths
  • 11.3 Weaknesses
  • 11.4 Opportunities
  • 11.5 Threats

12 Value Chain Analysis

13 Porters Five Forces Analysis

  • 13.1 Overview
  • 13.2 Bargaining Power of Buyers
  • 13.3 Bargaining Power of Suppliers
  • 13.4 Degree of Competition
  • 13.5 Threat of New Entrants
  • 13.6 Threat of Substitutes

14 Price Analysis

15 Competitive Landscape

  • 15.1 Market Structure
  • 15.2 Key Players
  • 15.3 Profiles of Key Players
    • 15.3.1 Buffalo Games
      • 15.3.1.1 Company Overview
      • 15.3.1.2 Product Portfolio
    • 15.3.2 Cartamundi Asia Pacific
      • 15.3.2.1 Company Overview
      • 15.3.2.2 Product Portfolio
    • 15.3.3 Clementoni Spa
      • 15.3.3.1 Company Overview
      • 15.3.3.2 Product Portfolio
    • 15.3.4 CMON Limited
      • 15.3.4.1 Company Overview
      • 15.3.4.2 Product Portfolio
    • 15.3.5 Franckh-Kosmos Verlags-GmbH and Co. KG
      • 15.3.5.1 Company Overview
      • 15.3.5.2 Product Portfolio
    • 15.3.6 Fremont Die Consumer Products Inc.
      • 15.3.6.1 Company Overview
      • 15.3.6.2 Product Portfolio
    • 15.3.7 Gibsons Games Ltd.
      • 15.3.7.1 Company Overview
      • 15.3.7.2 Product Portfolio
    • 15.3.8 Goliath Games
      • 15.3.8.1 Company Overview
      • 15.3.8.2 Product Portfolio
    • 15.3.9 Hasbro Inc.
      • 15.3.9.1 Company Overview
      • 15.3.9.2 Product Portfolio
      • 15.3.9.3 Financials
      • 15.3.9.4 SWOT Analysis
    • 15.3.10 Mattel Inc.
      • 15.3.10.1 Company Overview
      • 15.3.10.2 Product Portfolio
      • 15.3.10.3 Financials
      • 15.3.10.4 SWOT Analysis
    • 15.3.11 Mindware Inc.
      • 15.3.11.1 Company Overview
      • 15.3.11.2 Product Portfolio
    • 15.3.12 PD Verlag GmbH and Co. KG
      • 15.3.12.1 Company Overview
      • 15.3.12.2 Product Portfolio
    • 15.3.13 The Walt Disney Co.
      • 15.3.13.1 Company Overview
      • 15.3.13.2 Product Portfolio
      • 15.3.13.3 Financials
      • 15.3.13.4 SWOT Analysis

List of Figures

  • Figure 1: Global: Board Games Market: Major Drivers and Challenges
  • Figure 2: Global: Board Games Market: Sales Value (in Billion USD), 2019-2024
  • Figure 3: Global: Board Games Market Forecast: Sales Value (in Billion USD), 2025-2033
  • Figure 4: Global: Board Games Market: Breakup by Product Type (in %), 2024
  • Figure 5: Global: Board Games Market: Breakup by Game Type (in %), 2024
  • Figure 6: Global: Board Games Market: Breakup by Age Group (in %), 2024
  • Figure 7: Global: Board Games Market: Breakup by Distribution Channel (in %), 2024
  • Figure 8: Global: Board Games Market: Breakup by Region (in %), 2024
  • Figure 9: Global: Board Games (Tabletop Games) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 10: Global: Board Games (Tabletop Games) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 11: Global: Board Games (Card and Dice Games) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 12: Global: Board Games (Card and Dice Games) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 13: Global: Board Games (Collectible Card Games) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 14: Global: Board Games (Collectible Card Games) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 15: Global: Board Games (Miniature Games) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 16: Global: Board Games (Miniature Games) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 17: Global: Board Games (RPG Games) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 18: Global: Board Games (RPG Games) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 19: Global: Board Games (Strategy and War Games) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 20: Global: Board Games (Strategy and War Games) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 21: Global: Board Games (Educational Games) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 22: Global: Board Games (Educational Games) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 23: Global: Board Games (Fantasy Games) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 24: Global: Board Games (Fantasy Games) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 25: Global: Board Games (Sport Games) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 26: Global: Board Games (Sport Games) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 27: Global: Board Games (Other Game Types) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 28: Global: Board Games (Other Game Types) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 29: Global: Board Games (0-2 Years) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 30: Global: Board Games (0-2 Years) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 31: Global: Board Games (2-5 Years) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 32: Global: Board Games (2-5 Years) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 33: Global: Board Games (5-12 Years) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 34: Global: Board Games (5-12 Years) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 35: Global: Board Games (Above 12 Years) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 36: Global: Board Games (Above 12 Years) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 37: Global: Board Games (Supermarkets and Hypermarkets) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 38: Global: Board Games (Supermarkets and Hypermarkets) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 39: Global: Board Games (Specialty Stores) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 40: Global: Board Games (Specialty Stores) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 41: Global: Board Games (Online Stores) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 42: Global: Board Games (Online Stores) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 43: Global: Board Games (Other Distribution Channels) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 44: Global: Board Games (Other Distribution Channels) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 45: North America: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 46: North America: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 47: United States: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 48: United States: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 49: Canada: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 50: Canada: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 51: Asia-Pacific: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 52: Asia-Pacific: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 53: China: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 54: China: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 55: Japan: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 56: Japan: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 57: India: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 58: India: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 59: South Korea: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 60: South Korea: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 61: Australia: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 62: Australia: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 63: Indonesia: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 64: Indonesia: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 65: Others: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 66: Others: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 67: Europe: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 68: Europe: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 69: Germany: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 70: Germany: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 71: France: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 72: France: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 73: United Kingdom: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 74: United Kingdom: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 75: Italy: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 76: Italy: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 77: Spain: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 78: Spain: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 79: Russia: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 80: Russia: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 81: Others: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 82: Others: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 83: Latin America: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 84: Latin America: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 85: Brazil: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 86: Brazil: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 87: Mexico: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 88: Mexico: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 89: Others: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 90: Others: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 91: Middle East and Africa: Board Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 92: Middle East and Africa: Board Games Market: Breakup by Country (in %), 2024
  • Figure 93: Middle East and Africa: Board Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 94: Global: Board Games Industry: SWOT Analysis
  • Figure 95: Global: Board Games Industry: Value Chain Analysis
  • Figure 96: Global: Board Games Industry: Porter's Five Forces Analysis

List of Tables

  • Table 1: Global: Board Games Market: Key Industry Highlights, 2024 and 2033
  • Table 2: Global: Board Games Market Forecast: Breakup by Product Type (in Million USD), 2025-2033
  • Table 3: Global: Board Games Market Forecast: Breakup by Game Type (in Million USD), 2025-2033
  • Table 4: Global: Board Games Market Forecast: Breakup by Age Group (in Million USD), 2025-2033
  • Table 5: Global: Board Games Market Forecast: Breakup by Distribution Channel (in Million USD), 2025-2033
  • Table 6: Global: Board Games Market Forecast: Breakup by Region (in Million USD), 2025-2033
  • Table 7: Global: Board Games Market: Competitive Structure
  • Table 8: Global: Board Games Market: Key Players